Oh nice, yeah I’ve heard Unreal has pretty good multi-player support out of the box (or more so than Unity), but I guess I’ll cross that bridge when I get there. Ahh yes you know the pain then lol - my favorite part was forgetting that Unity has a left-handed coordinate system (I think Unreal does too)…but hey at least it’s never boring working out coordinate transforms :stuck_out_tongue:

Yes 100% to pose accuracy, it’s the foundation of the entire system and it really has to be pretty good. I agree that in your case dealing with much larger distances really tightens your error tolerances, whereas in my case the scale is a lot smaller. I hadn’t considered the fact that error would compound with multiple drones but that makes sense when I think about it…so I guess I’m glad I asked! I’ll be keeping that in mind for when I do get to the point of working on multiplayer.

And yeah, I appreciate the question - I definitely want to to explore ways to expand beyond the lighthouse system. My initial design was actually an offboard vslam approach like you mentioned (and that was one of the reasons I picked ROS in the first place for this project)…but the lighthouse system was just such an easier path forward and sets a very good baseline of performance (again I need to shout out the crazyflie ecosystem for this). But my ideal state for this project would be to eliminate or severely limit the reliance on external infrastructure as much as possible. I think it would be incredible to be able to just bring like a laptop, your drone and a controller and just start flying around (maybe mapping the space out beforehand) but without having to depend on hardware being setup first. I knows there’s certainly limitations there and I’m not even sure if a fully infrastructure-free system would be practical or enjoyable to use given the data quality/transmission artifacts + latency/etc, but it’s definitely something I’m looking into. It actually falls into one of the very next steps I’m looking at (improving position tracking): I’m expecting adding another base station for now will improve things, but depending on how much/little it helps, I was going to start looking at applying vision-based corrections as a potential precursor to a slam system down the line.

Yeah I didn’t see a lot of similar projects either when I checked last year (but then again I also missed your project too…so who knows). I appreciate the link, I’m not using a sim right now, but I think it will be as the project gets more complex.

Also thanks for all the great info and input! :slight_smile:

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